If you don't know much about AI and are primarily looking to use it in a game, I think there are other options that might be more suitable. The book you linked to looks like it talks about AI in general and not necessarily focused on implementing AI in games.

Another good book is Artificial Intelligence for Games by Ian Millington. It gives a nice overview of lots of different AI techniques from path finding to implementing sensory systems. It is well written and the code is easy to follow pseudo-code.

If the book needs code examples to get a point across, then it is a bad book. Of course examples still help. AI books may be more likely to have pseudo-code or functional programming language. (Java and C++ are imperative languages.)

Depending on what you want, online resources may be better. Wikipedia may be a good starting point. Many websites break down how algorithms commonly used in games work. Some have applets showing how they work.http://www.red3d.com/cwr/steer/ ("Uniintelligent" steering behaviors such as obstacle avoidance, chasing, fleeing, and following.)http://theory.stanford.edu/~amitp/GameProgramming/ (A* (shortest) path finding.)

Depending on what you want, online resources may be better. Wikipedia may be a good starting point. Many websites break down how algorithms commonly used in games work. Some have applets showing how they work.http://www.red3d.com/cwr/steer/ ("Uniintelligent" steering behaviors such as obstacle avoidance, chasing, fleeing, and following.)http://theory.stanford.edu/~amitp/GameProgramming/ (A* (shortest) path finding.)

When I began studying game AI I actually started with Amit's A* pages. I recommend it.

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